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Cepheus Protocol News

Patch Notes - 0.7.58 Logistics Pass & Sparrow Fixes

Cepheus Protocol Dev Update #3 and 4 Month in Early Access Overview


Sorry for the delay a lot of scheduling conflicts with our normal voice over actress. So we had one of our developers take over! Check out the latest Dev update video and some new teasers are hidden inside it for the Worm/Leviathan and his little guys
https://www.youtube.com/watch?v=x9dINrXfhR8

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be


[h2] Patch Notes - 0.7.58 [/h2]
  • Walls taking damage sfx implementation
  • Logistics trucks for refueling and transporting player units(Building Icon will be updated next patch sharing the JLTV icon on the motor pool)
  • Rappelling animations added for when you drop the rope from the Sparrow(Further polish is coming)
  • Boosted ammo+medical truck radii
    =Made sure that (due to the new ammobox settings) the ammo truck and ammobox also restore ammo to player vehicles
  • Ensured that Chelsey doesn't destroy a building's ability to restore ammo just by walking by
  • Added some safeties to accessing 'MyGarrison' after another crash report from the main discord.
  • Vehicle Engines SFX Volume adjustments
  • Polish to Little bird mounted animations for CERC Units so they look correct when shooting mounted
  • Swapped out the Sparrow's Pilot to the Pilot mesh (instead of the scout car driver mesh)
  • Started on 'crash' logic for Sparrow, on death
    =When Helicopters die while in air, they will ragdoll for 3 seconds, then blow up
    =They will 'dump garrison' on death or destruction if anything's left in garrison
    =The 'dump garrison' call in Death/Destroyed for vehicles now will damage units by 30% of their max health if it's called during Death/Destruction of the vehicle
  • Fixed up some subwindow updating to ensure RefillAmmo is still available for vehicles alongside the radio
  • Added an ammobox to the Motorpool that will resupply vehicles only
  • Fixed up Chelsey's damage resist so it'd be a bit simpler, and so any damage dealt to her that would take her under 80% of her max health would be reduced to 1 damage (if you lack Shredder rounds)
  • Added new logic to the horde 'cleanup' logic to make it more stable (for horde mode, and for hordes in general)
  • Cleaned up some civilian mission stuff for the horde mission:
  • Mission will auto-clear when all civvies are dead or rescued
  • Mission now grants a reward based on the number of civvies saved, and how far we are in the game
  • Mission has a clear and separate time limit
  • Added a 'Skip Countdown' button for the horde mode
  • Fixed a crash with HordeControllers potentially trying to create a HordeSphere while PendingKill()
  • Fixed an issue w/ Pandemic tutorial not properly clearing from HUD



[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4



Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyse it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to Paypal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Cepheus Protocol Novelization is now available on our website! Buy it here!

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.57 First pass Sparrow Update now live!~

New Chelsey version WIP


The first pass of the Sparrow is now in and do give it a whirl and us know your thoughts. Keep in mind some roofs will be buggy landing on top of them and this is still something we're working on internally.


[h2] Patch Notes - 0.7.57 [/h2]
  • SFX added for when you capture a zone
  • Added a fix for JLTVs getting 'stuck in' one another if you build multiple in a row at a service depot
    =Note that this causes a minor 'landing' issue if you save/load while a JLTV is parachuting in: shouldn't break anything, but the JLTV may potentially bounce oddly (and potentially into something it shouldn't land on), though doubting this will occur often
  • Littlebird anims added for crew
  • Added a fix for weapon markets 'failing to properly interact with units already in radius' if a game is loaded where units are already next to a building with a weapon market
  • Added damage character attack points to the pods improving the accuracy of sighting these units (not just the towers)
  • Bolstered gas movement cost so it takes roughly 70-75% of gasoline to cross the island
    (idle gas remains .5, but moving gas is 10.5)
  • Improved Chelsey's resistance to vehicular ramming
  • Dropped gasoline consumption for vehicles to 7.5 when driving (rather than 10.5)
  • Improved 'degarrisoning' and 'position animation' logic to better prep for helicopter rappelling
  • Basic helicopter 'rappelling' loop added, with safeties for movement for the helicopters (Rappelling animations will be added with rope in the next few days)
  • All vehicles support music and can be added effortlessly played into the world from any vehicle you wish!
  • You can add music for helicopters and vehicles to play under the
     SteamLibrary/steamapps/common/Cepheus Protocol/CepheusProtocol/RadioMusic

https://www.youtube.com/watch?v=mduQGW20cz8

[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4



Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyse it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to Paypal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Cepheus Protocol Novelization is now available on our website! Buy it here!

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.56 Further Line of Sight adjustments & QOF additions

New Chelsey version WIP



[h2] Patch Notes - 0.7.56 [/h2]
  • SFX Added for when you receive money
  • Added logic to stop the BlowUpGuy from being able to jump ludicrously high
  • Added logic to prevent the BlowUpGuy from being able to jump attack while movement is frozen
  • Hooked up Juniardi's "Service Depot" and "Gasoline" icons
  • Improved some of Chelsey's damage threshold logic
  • Added a healthbar to Chelsey (with yellow 'recent damage dealt' interp tracker, to indicate you dealt damage)
  • Fixed Chelsey not properly marking herself as 'not moving' when she starts moving places (which broke her ability to run)
  • Added a 'proxy' damage character for vision to the Infection Gas Tower attack points this will improve the ability to see these throughout the level
  • Added a 'tutorial girl text popup' if you keep fighting Chelsey over an extended duration w/o Shredder Rounds. Since we got a lot of feedback of users not understanding they need Shredder rounds to actually kill her


[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4



Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyse it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to Paypal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Cepheus Protocol Novelization is now available on our website! Buy it here!

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.55 Vehicle System Updates, New Motor Pool & Book Release

[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the LIttle bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4




Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyse it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to Paypal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Cepheus Protocol Novelization is now available on our website! Buy it here!


l.

[h2] Patch Notes - 0.7.55 [/h2]

In this patch we shipped a lot of behind the scenes meshes for doctrines, factions and mostly the Sparrow. So in the effort to avoid confusion those changes were omitted. We are also working on Next Gen level of models for Chelsey,Winters and main leads. Quick example Thursday night i'll do a Indiedb post to do a full art dump of all the stuff we've been working on!



  • New Service Depot to replace the Motor Pool.
  • Added fast-rope attachment to Sparrow and reoriented to face X+ in preparation of the Sparrow Update this weekend-
  • Improved CanFire logic to improve Firing logic (Community Reported bug where units stop shooting randomly after running recently -
  • Added safeties via new bool 'bNotMoving':
    =When bNotMoving, run commands will not set the bIsRunning bool to true on a unit.
    =Made sure this interacts with AttackMove properly
    Result: Units that are ordered into 'run mode' while standing still will no longer get 'stuck' unable to shoot.
    Note that issuing another attack move order close to units that are already in combat due to an attack move may cause them to get confused for a moment. I've yet to track down this issue, but it's far less severe than the one just fixed. We are still working on a fix for this instance
  • Cleaned up some patrol/waypoint movement interaction w/ the new 'bNotMoving' bool, so patrol logic and running function as they did before
  • Added logic to 'skip' the reload animation when units are in 'visible but gun-less' garrison seats (instead taking 1 second to 'reload invisibly'), IF units are ordered to reload while in such garrison seat(s)
  • Added basic gasoline system Hooked up logic for vehicles to use gas, and be unable to move when gas runs out
  • Added saving/loading to the gasoline system (In the next week or so Vehicles will no longer take damage from standard infected and only take damage from special infected by Blowup guys,Spitters and other special infected. Note: If your unit is exposed melee damage will carry through depending on where the hit occurred. So it will be possible for the entire crew of a scout car to be killed. WE will also be introducing drivers which will gain veterancy as you use them instead of the stock drivers that are lifeless we have now.
  • Gas is refilled passively when a vehicle is around the motor pool


Until next time, good luck in Treasure Island!

Patch Notes - 0.7.54 Further Fixes & Prep work for the Sparrow Update

[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the LIttle bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.54 [/h2]

  • new M107 fire and slomo exit sfx
  • Improved C++ logic for grenade throws to be more customizable, To have more safeties and And to run the 'hide' logic for the gun if you confirm the grenade throw before the 'startup animation' would hide the gun
  • Smoothed out several things to 'cancel out' the degarrisoning, like issuing another movement command
  • Reduced Flamethrower weapon price to $4,000 (from 6K)
  • Fixed several issues reported in bugs reports having to do with units being unable to shoot through fences and being able to shoot through certain buildings. Also removed floating objects in the landscape from grid 3 and double checked blockers at the pier.
  • mg turret new sfx
  • Fixed up the M4's blendspaces for scout car seats
  • Fixed automatic gates getting 'stuck' thinking stuff is next to them if they're toggled 'off of' automatic mode when something is nearby
  • Basic fix to prevent 'upgrading' sandbags/barbed wire via multiselect
  • Adjusted nav modifier for turrets to be less of a problem for moving around them (to fix turrets preventing you from going through gates)
  • Fixed unit abilities appearing when your selection was mixed between a single soldier class and a vehicle
  • Fixed the 'Select All' keybind allowing you to select garrisoned units
  • Added 'JumpPlayerCameraToHome' keybind: pressing HOME will now jump the camera to the CERC building!
  • Adjusted minimap clicking to instantly jump to the clicked point, instead of 'lerping' the player camera
  • Fixed ragdolled units being able to do 'hit reaction' animations
  • Also fixed units 'getting up from ragdoll' doing hit reaction animations, too
  • Added saving/loading to Silencerstatus (does nothing for saves prior to this point, but saves made after this update will track and load Flashlight/Silencer status)
  • Fixed silencers visibly remaining 'on the gun' if you toggle Silencer back to 'OFF' (functionality still worked, but the visuals were bugged - that's fixed now)
  • Fixed silencers not having a 'Muzzle' socket (which caused bullets to appear a bit more oddly when silencers were active)
  • Applied some other materials as placeholders for the unfinished silencer meshes
  • Added 'structure blocking' logic: if an infected's melee attack is non-piercing (i.e. Juggernauts, later) and they hit a player wall, their attack will now fail to deal damage to any characters that might also be in range (to prevent 'hitting through' walls)



Until next time, good luck in Treasure Island!